restructure of compositor and fix inconsistencies

This commit is contained in:
sphynx-owner
2024-08-25 18:50:52 +03:00
parent e7ebdac09e
commit 96886a7b13
7 changed files with 82 additions and 30 deletions

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@ -0,0 +1,49 @@
extends Compositor
class_name MotionBlurCompositor
@export_group("Motion Blur")
# diminishing returns over 16
@export_range(4, 64) var samples: int = 16 :
set(value):
for effect in compositor_effects:
effect.set("samples", value)
samples = value
# you really don't want this over 0.5, but you can if you want to try
@export_range(0, 0.5, 0.001, "or_greater") var intensity: float = 1 :
set(value):
for effect in compositor_effects:
effect.set("intensity", value)
intensity = value
@export_range(0, 1) var center_fade: float = 0.0 :
set(value):
for effect in compositor_effects:
effect.set("center_fade", value)
center_fade = value
## wether this motion blur stays the same intensity below
## target_constant_framerate
@export var framerate_independent : bool = true :
set(value):
for effect in compositor_effects:
effect.set("framerate_independent", value)
framerate_independent = value
## Description: Removes clamping on motion blur scale to allow framerate independent motion
## blur to scale longer than realistically possible when render framerate is higher
## than target framerate.[br][br]
## [color=yellow]Warning:[/color] Turning this on would allow over-blurring of pixels, which
## produces inaccurate results, and would likely cause nausea in players over
## long exposure durations, use with caution and out of artistic intent
@export var uncapped_independence : bool = false :
set(value):
for effect in compositor_effects:
effect.set("uncapped_independence", value)
uncapped_independence = value
## if framerate_independent is enabled, the blur would simulate
## sutter speeds at that framerate, and up.
@export var target_constant_framerate : float = 30 :
set(value):
for effect in compositor_effects:
effect.set("target_constant_framerate", value)
target_constant_framerate = value

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@ -1,15 +1,14 @@
extends "res://addons/SphynxMotionBlurToolkit/BaseClasses/enhanced_compositor_effect.gd"
@export_group("Motion Blur")
# diminishing returns over 16
@export_range(4, 64) var samples: int = 16
var samples: int = 16
# you really don't want this over 0.5, but you can if you want to try
@export_range(0, 0.5, 0.001, "or_greater") var intensity: float = 1
@export_range(0, 1) var center_fade: float = 0.0
var intensity: float = 1
var center_fade: float = 0.0
## wether this motion blur stays the same intensity below
## target_constant_framerate
@export var framerate_independent : bool = true
var framerate_independent : bool = true
## Description: Removes clamping on motion blur scale to allow framerate independent motion
## blur to scale longer than realistically possible when render framerate is higher
@ -17,15 +16,13 @@ extends "res://addons/SphynxMotionBlurToolkit/BaseClasses/enhanced_compositor_ef
## [color=yellow]Warning:[/color] Turning this on would allow over-blurring of pixels, which
## produces inaccurate results, and would likely cause nausea in players over
## long exposure durations, use with caution and out of artistic intent
@export var uncapped_independence : bool = false
var uncapped_independence : bool = false
## if framerate_independent is enabled, the blur would simulate
## sutter speeds at that framerate, and up.
@export var target_constant_framerate : float = 30
var target_constant_framerate : float = 30
func _init():
needs_motion_vectors = true
set_deferred("context", "MotionBlur")
super()
func _get_max_dilation_range() -> float:
return 0

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@ -52,9 +52,6 @@ var custom_velocity : StringName = "custom_velocity"
var freeze : bool = false
func _get_max_dilation_range() -> float:
return tile_size;
var temp_intensity : float
var previous_time : float = 0

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@ -52,9 +52,6 @@ var custom_velocity : StringName = "custom_velocity"
var freeze : bool = false
func _get_max_dilation_range() -> float:
return tile_size;
var temp_intensity : float
var previous_time : float = 0

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@ -54,9 +54,6 @@ var custom_velocity : StringName = "custom_velocity"
var freeze : bool = false
func _get_max_dilation_range() -> float:
return tile_size;
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
ensure_texture(tile_max_x, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1.))
ensure_texture(tile_max, render_scene_buffers, RenderingDevice.DATA_FORMAT_R16G16B16A16_SFLOAT, Vector2(1. / tile_size, 1. / tile_size))

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@ -91,7 +91,7 @@ layout(push_constant, std430) uniform Params
{
float rotation_velocity_multiplier;
float movement_velocity_multiplier;
float object_velocity_multilpier;
float object_velocity_multiplier;
float rotation_velocity_lower_threshold;
float movement_velocity_lower_threshold;
float object_velocity_lower_threshold;
@ -99,7 +99,7 @@ layout(push_constant, std430) uniform Params
float movement_velocity_upper_threshold;
float object_velocity_upper_threshold;
float is_fsr2;
float nan_fl_1;
float motion_blur_intensity;
float nan_fl_2;
} params;
@ -174,9 +174,9 @@ void main()
// get object velocity
vec3 object_uv_change = base_velocity - camera_uv_change.xyz;
// construct final velocity with user defined weights
vec3 total_velocity = camera_rotation_uv_change * params.rotation_velocity_multiplier * sharp_step(params.rotation_velocity_lower_threshold, params.rotation_velocity_upper_threshold, length(camera_rotation_uv_change))
+ camera_movement_uv_change * params.movement_velocity_multiplier * sharp_step(params.movement_velocity_lower_threshold, params.movement_velocity_upper_threshold, length(camera_movement_uv_change))
+ object_uv_change * params.object_velocity_multilpier * sharp_step(params.object_velocity_lower_threshold, params.object_velocity_upper_threshold, length(object_uv_change));
vec3 total_velocity = camera_rotation_uv_change * params.rotation_velocity_multiplier * sharp_step(params.rotation_velocity_lower_threshold, params.rotation_velocity_upper_threshold, length(camera_rotation_uv_change) * params.rotation_velocity_multiplier * params.motion_blur_intensity)
+ camera_movement_uv_change * params.movement_velocity_multiplier * sharp_step(params.movement_velocity_lower_threshold, params.movement_velocity_upper_threshold, length(camera_movement_uv_change) * params.movement_velocity_multiplier * params.motion_blur_intensity)
+ object_uv_change * params.object_velocity_multiplier * sharp_step(params.object_velocity_lower_threshold, params.object_velocity_upper_threshold, length(object_uv_change) * params.object_velocity_multiplier * params.motion_blur_intensity);
// if objects move, clear z direction, (z only correct for static environment)
if(dot(object_uv_change.xy, object_uv_change.xy) > 0.000001)
{

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@ -1,4 +1,4 @@
extends "res://addons/SphynxMotionBlurToolkit/BaseClasses/enhanced_compositor_effect.gd"
extends "res://addons/SphynxMotionBlurToolkit/BaseClasses/mb_compositor_effect.gd"
class_name PreBlurProcessor
@export_group("Shader Stages")
@ -15,12 +15,27 @@ class_name PreBlurProcessor
var custom_velocity : StringName = "custom_velocity"
func _init():
needs_motion_vectors = true
set_deferred("context", "MotionBlur")
super()
var temp_intensity : float
var previous_time : float = 0
func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSceneBuffersRD, render_scene_data : RenderSceneDataRD):
var time : float = float(Time.get_ticks_msec()) / 1000
var delta_time : float = time - previous_time
previous_time = time
temp_intensity = intensity
if framerate_independent:
var capped_frame_time : float = 1 / target_constant_framerate
if !uncapped_independence:
capped_frame_time = min(capped_frame_time, delta_time)
temp_intensity = intensity * capped_frame_time / delta_time
ensure_texture(custom_velocity, render_scene_buffers)
rd.draw_command_begin_label("Pre Blur Processing", Color(1.0, 1.0, 1.0, 1.0))
@ -36,7 +51,7 @@ func _render_callback_2(render_size : Vector2i, render_scene_buffers : RenderSce
camera_movement_component.upper_threshold,
object_movement_component.upper_threshold,
1 if true else 0,
0,
temp_intensity,
0,
]